Age | Commit message (Collapse) | Author |
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Also minor improvements & corrections to comments.
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Dropping would pass the name of the ID to drop to the properties of the
drop operator. This would then lookup the ID by name. With linking
and/or library overrides, multiple IDs of the same name and type may
exist, which is why the session UUID should be used instead. All
operators used for dropping support this now and the drop code passes
the session UUID instead of the name.
Also see 917c096be6b9 and 8f79fa9c6780.
Some drop operators were already using the session UUIDs. This converts
the remaining ones. The "name" property is kept working as before, since
some scripts use this.
Side-effect: The "Name" property won't show up in the Adjust Last
Operation anymore, which was the case for some of these operators, and
its value won't be remembered over multiple executions of the operator.
Both were not at all useful from what I can tell, and I doubt this was
done intentionally.
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There are now some generalized helpers for passing IDs from drag & drop
to operators via operator properties, mostly introduced in 917c096be6b9
and 8f79fa9c6780. These can be used in a bunch of places to reduce
duplicated code and explicitly share a common solution.
Side-effect: The "Name" property won't show up in the Adjust Last
Operation anymore, and its value won't be remembered over multiple
executions of the operator. Both were not at all useful from what I can
tell, and I doubt this was done intentionally.
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Continuation of 8f79fa9c6780 and 917c096be6b9. The ID's session UUID is
now always priotitized over its name to lookup the ID from drop-box or
operator properties. bc3dbf109c67 shows what happens if the name happens
to be set for whatever reason and the session UUID isn't prioritized.
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8f79fa9c6780 was an attempt to fix this already, but it didn't quite
work. Problem was that the tooltip was messing with the drop-box and
operator properties, setting the name property for its own internal
logic. This name property would then be used rather than the session
UUID to query the material, which gave the wrong material (linking can
result in multiple IDs of the same type with the same name). A followup
commit will further sanitize this.
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More and more of the drop operations are being switched to use the ID's
session UUID rather than the name, but the cleanup after a drop operator
was cancelled assumed they would set the name. They will now first
attempt to use the session UUID and fallback to the name if needed.
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widget.
Shift-click on the 'linked' button in an ID template widget would fail
to properly remap that usage of the linked ID to the newly created
liboverride.
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Add notifier such that the Motion Paths panel in the Object Properties tab
gets redrawn, after using the Create Motion Path button.
The reason it didn't update was that the button actually triggers a popup,
and then executes in the context of that popup. It now actually emits a
`ND_DRAW_ANIMVIZ` notifier, and ensures that the panel redraws on that.
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The goal is to make it easier to track down sources of errors during
the dependency graph builder.
With this change whenever a relation can not be added a trace to the
entity which requested the relation will be printed. For example:
```
Failed to add relation "Copy Location"
Could not find op_from: OperationKey(type: BONE, component name: 'MissingBone', operation code: BONE_DONE)
Trace:
Depth Type Name
----- ---- ----
1 Object Armature.001
2 Pose Channel Bone
3 Constraint Copy Location
```
On an implementation detail traced places where `checkIsBuiltAndTag`
is called, with some additional places to help tracking pose channels,
constraints, and modifiers.
Further improvements in granularity are possible, but that could happen
as a followup development once the core part is proven to work.
An example of such improvement would be to have entries in the trace
which will indicate NLA and drivers building. Currently it might be
a bit confusing to see IDs in the trace referenced from driver.
Even with such limitation the current state of the patch brings a
very valuable information (some information is much better than no
information at all).
Differential Revision: https://developer.blender.org/D15017
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Skip changing the data type in the node if it is not known.
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Was using the wrong bitfield in flag comparisons for the drawing code.
The input handling wouldn't be affected. Own mistake in 0d7311345295.
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It is a know issue that split normals aren't supported when using high
quality normals in the viewport. Some AMD platforms were pushed to use
high quality normals to work around a driver bug where 1010102 texture
formats `GL_INT_2_10_10_10_REV` wasn't uploaded to the GPU.
This change will remove commonly used polaris platforms from the
work-around. This has been tested with a RX480 against the latest AMD
whql drivers (22.5.1). Users need to ensure that they use the latest
drivers that are available on their platform.
Although this change doesn't fix the underlying issue to support edit
normals when high quality normals are enabled. It will not force that
common platforms cannot use a feature as their platform is forced into
using a work-around.
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This was caused by the nodetree branch duplication not handling incoming
links to the copied node, making all bsdfs nodes use their default values.
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Just use an existing function from blenlib instead of implementing a new version.
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Adding node groups can change depsgraph relations, so the depsgraph
has to be rebuild.
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For vectors and colors to be not equal, it is enough when they are not equal
in one component.
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This adds support to render Curves attributes in EEVEE.
Each attribute is stored in a texture derived from a VBO. As the
shading group needs the textures to be valid upon creation, the
attributes are created and setup during its very creation, instead
of doing it lazily via create_requested which we cannot rely on
anyway as contrary to the mesh batch, we do cannot really tell if
attributes need to be updated or else via some `DRW_batch_requested`.
Since point attributes need refinement, and since attributes are all
cast to vec4/float4 to account for differences in type conversions
between Blender and OpenGL, the refinement shader for points is
used as is. The point attributes are stored for each subdivision level
in CurvesEvalFinalCache. Each subdivision level also keeps track of the
attributes already in use so they are properly updated when needed.
Some basic garbage collection was added similar to what is done
for meshes: if the attributes used over time have been different
from the currently used attributes for too long, then the buffers
are freed, ensuring that stale attributesare removed.
This adds `CurvesInfos` to the shader creation info, which stores
the scope in which the attributes are defined. Scopes are stored
as booleans, in an array indexed by attribute loading order which
is also the order in which the attributes were added to the material.
A mapping is necessary between the indices used for the scoping, and
the ones used in the Curves cache, as this may contain stale
attributes which have not been garbage collected yet.
Common utilities with the mesh code for handling requested
attributes were moved to a separate file.
Differential Revision: https://developer.blender.org/D14916
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Since rBb47c5505aa37, Batchs containing GPUIndexBuf initialized via
a PyObject with buffer protocol no longer work.
This was because of an unsafe optimization in the GPUIndexBuf module
for Python.
So remove this micro-optimization.
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When saving from the menu the region was not set,
causing the last region in `area->regionbase` to be used
as the region was assigned before comparison.
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This limiting prevented visual keyframing from working correctly and is
not consistent with object rotation, so limiting is removed.
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Since adjustment layer is meant to replace original image, cross blend
mode is more optimal than alpha over. Same goes for multicam type.
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* Port over new code tables from Cycles
* Convert Rec.709 to scene linear for lookup table.
* Move code for wavelength and blackbody to IMB so they can access the
required transforms, which are not in blenlib.
* Remove clamping from blackbody shader to bypass the texture read.
Since it's variable now easiest to just always read from the texture
than pass additional parameters.
* Fold XYZ to RGB conversion into the wavelength table.
Ref T68926
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This reverts commit 14a5a91e0e033d712134c112a4778b495bd73ba1.
This caused build errors on x64+arm mac builds and some versions
of MSVC, reverting for now till a better solution is found.
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917c096be6b9 applied to objects only, this also applies the same fix for
the general 3D View drop operations, e.g. used for dragging materials,
images, worlds, etc.
This is needed to fix T95706, but apparently something else is still
going on. Needs further investigation.
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Move them to a more accessible place, so that other operators in
different files can use them. The following commit needs this.
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The operators to handle object drag and drop (from the asset browser,
outliner, etc.) used the object name to find the object to add and
place. This is problematic with linking and/or library overrides, since
this may lead to multiple objects with the same name. So the wrong
object would be used by the drop operators.
Partially fixes T97320. T95706 probably needs the same fix but for
materials.
As a side-effect, the "Name" button won't show up in the Adjust Last
Operation panel anymore. This isn't really useful, and I doubt this was
ever intentionally exposed in the UI.
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The operators to handle object drag and drop (from the asset browser,
outliner, etc.) used the object name to find the object to add and
place. This is problematic with linking and/or library overrides, since
this may lead to multiple objects with the same name. So the wrong
object would be used by the drop operators.
Partially fixes T97320. T95706 probably needs the same fix but for
materials.
As a side-effect, the "Name" button won't show up in the Adjust Last
Operation panel anymore. This isn't really useful, and I doubt this was
ever intentionally exposed in the UI.
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As discussed on the chat and pointed out in D15015, that call is
not needed there (none of the other importers do it either).
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The importer was not doing a notification that the scene has changed, so
the bottom status bar scene stats info was not updated right after the
new OBJ import.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D15015
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This patch makes it possible to change the precision with which to
store volume data in the NanoVDB data structure (as float, half, or
using variable bit quantization) via the previously unused precision
field in the volume data block.
It makes it possible to further reduce memory usage during
rendering, at a slight cost to the visual detail of a volume.
Differential Revision: https://developer.blender.org/D10023
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Using the atomic "compare and swap" method in add_triangles stage
dramatically speeds up the add_triangles call and significantly reduced
the overall calculation time. This is currently the fastest method we
have experimented with so far.
Reviewed By: Sebastian Parborg (zeddb)
Differential Revision: https://developer.blender.org/D14953
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Steps to reproduce were:
- Open Clip Editor
- Call "Open Clip" (e.g. Alt+O)
- Select video file
The file wouldn't be loaded into the Clip Editor.
Caused by 7849b56c3c41.
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This is part of a fix for T88570, where the file selector would crash
when activated multiple times.
Calling save multiple times would free the operator, leaving a dangling
pointer which was used when panels were visible that accessed the
"active_operator".
Reviewed By: Severin
Ref D14905
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Existing code to replace the file operation was failing when done from
the window for the file operation itself.
Basically, this patch does two things:
- Implement a well defined window context to use as the "owner" or
"root" of the File Browser. This will be used for managing the File
Browser and to execute the file operation, even after the File Browser
was closed.
- Ensure the context is valid when dealing with file File Browser event
handlers.
Previously the window context just wasn't well defined and just happened
to work well enough in most cases. Addressing this may unveil further
issues, see T88570#1355740.
Differential Revision: https://developer.blender.org/D13441
Reviewed by: Campbell Barton
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This has been replaced by `draw_object_infos`.
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This was caused by a missing `normalize`.
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A compilation error was making it impossible to use normal map modes other
than tangent.
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This has been replaced by `draw_object_infos`.
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